phase 8: lobby UI + cross-stack lobby command catalog + TS FlatBuffers
- Extend pkg/model/lobby and pkg/schema/fbs/lobby.fbs with public-games
list, my-applications/invites lists, game-create, application-submit,
invite-redeem/decline. Mirror the matching transcoder pairs and Go
fixture round-trip tests.
- Wire the seven new lobby message types through
gateway/internal/backendclient/{routes,lobby_commands}.go with
per-command REST helpers, JSON-tolerant decoding of backend wire
shapes, and httptest-based unit coverage for success / 4xx / 5xx /
503 across each command.
- Introduce TS-side FlatBuffers via the `flatbuffers` runtime dep, a
`make fbs-ts` target driving flatc, and the generated bindings under
ui/frontend/src/proto/galaxy/fbs. Phase 7's `user.account.get` decode
now uses these bindings as well, closing the JSON.parse vs
FlatBuffers gap that would have failed against a real local stack.
- Replace the placeholder lobby with five sections (my games, pending
invitations, my applications, public games, create new game) and the
/lobby/create form. Submit-application uses an inline race-name
form on the public-game card; create-game keeps name / description /
turn_schedule / enrollment_ends_at always visible and the rest under
an Advanced toggle with TS-side defaults.
- Update lobby/+page.svelte to throw LobbyError on non-ok result codes;
GalaxyClient.executeCommand now returns { resultCode, payloadBytes }.
- Vitest binding round-trips, lobby.ts wrapper unit tests, lobby-page
+ lobby-create component tests, Playwright lobby-flow.spec covering
create / submit / accept across all four projects. Phase 7 e2e was
migrated to the FlatBuffers fixtures and to click+fill against the
Safari-autofill readonly inputs.
- Mark Phase 8 done in ui/PLAN.md, mirror the wire-format note into
Phase 7, append the new lobby commands to gateway/README.md and
docs/ARCHITECTURE.md, add ui/docs/lobby.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,340 @@
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// Phase 8 lobby end-to-end coverage. The gateway is mocked through
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// `page.route(...)` like in the Phase 7 spec; this spec dispatches by
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// `messageType` so each lobby command can return its own forged
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// FlatBuffers payload. The flows under test:
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//
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// 1) Land on /lobby with empty lists; create a private game; verify
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// the new game appears in My Games after the redirect.
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// 2) Submit an application to a public game; verify the application
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// shows up in My Applications.
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// 3) Accept an invitation; verify the invite card disappears.
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import { fromJson, type JsonValue } from "@bufbuild/protobuf";
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import { expect, test, type Page } from "@playwright/test";
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import { ByteBuffer } from "flatbuffers";
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import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
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import { GameCreateRequest } from "../../src/proto/galaxy/fbs/lobby";
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import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
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import {
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buildAccountResponsePayload,
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buildApplicationSubmitResponsePayload,
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buildGameCreateResponsePayload,
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buildInviteRedeemResponsePayload,
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buildMyApplicationsListPayload,
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buildMyGamesListPayload,
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buildMyInvitesListPayload,
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buildPublicGamesListPayload,
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type ApplicationFixture,
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type GameFixture,
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type InviteFixture,
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} from "./fixtures/lobby-fbs";
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interface LobbyState {
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myGames: GameFixture[];
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publicGames: GameFixture[];
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invitations: InviteFixture[];
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applications: ApplicationFixture[];
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}
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interface LobbyMocks {
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state: LobbyState;
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pendingSubscribes: Array<() => void>;
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createGameCalls: GameFixture[];
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applicationSubmitCalls: Array<{ gameId: string; raceName: string }>;
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inviteRedeemCalls: Array<{ gameId: string; inviteId: string }>;
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}
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async function mockGateway(page: Page, initial: Partial<LobbyState> = {}): Promise<LobbyMocks> {
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const mocks: LobbyMocks = {
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state: {
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myGames: initial.myGames ?? [],
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publicGames: initial.publicGames ?? [],
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invitations: initial.invitations ?? [],
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applications: initial.applications ?? [],
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},
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pendingSubscribes: [],
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createGameCalls: [],
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applicationSubmitCalls: [],
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inviteRedeemCalls: [],
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};
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await page.route("**/api/v1/public/auth/send-email-code", async (route) => {
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await route.fulfill({
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status: 200,
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contentType: "application/json",
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body: JSON.stringify({ challenge_id: "ch-test-1" }),
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});
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});
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await page.route("**/api/v1/public/auth/confirm-email-code", async (route) => {
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await route.fulfill({
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status: 200,
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contentType: "application/json",
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body: JSON.stringify({ device_session_id: "dev-test-1" }),
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});
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});
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await page.route("**/galaxy.gateway.v1.EdgeGateway/ExecuteCommand", async (route) => {
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const reqText = route.request().postData();
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if (reqText === null) {
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await route.fulfill({ status: 400 });
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return;
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}
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const req = fromJson(
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ExecuteCommandRequestSchema,
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JSON.parse(reqText) as JsonValue,
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);
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let resultCode = "ok";
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let payload: Uint8Array;
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switch (req.messageType) {
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case "user.account.get":
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payload = buildAccountResponsePayload({
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userId: "user-1",
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email: "pilot@example.com",
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userName: "pilot",
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displayName: "Pilot",
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});
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break;
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case "lobby.my.games.list":
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payload = buildMyGamesListPayload(mocks.state.myGames);
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break;
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case "lobby.public.games.list":
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payload = buildPublicGamesListPayload(mocks.state.publicGames);
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break;
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case "lobby.my.invites.list":
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payload = buildMyInvitesListPayload(mocks.state.invitations);
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break;
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case "lobby.my.applications.list":
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payload = buildMyApplicationsListPayload(mocks.state.applications);
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break;
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case "lobby.game.create": {
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const decoded = GameCreateRequest.getRootAsGameCreateRequest(
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new ByteBuffer(req.payloadBytes),
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);
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const created: GameFixture = {
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gameId: "private-newly-created",
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gameName: decoded.gameName() ?? "",
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gameType: "private",
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status: "draft",
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ownerUserId: "user-1",
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minPlayers: decoded.minPlayers(),
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maxPlayers: decoded.maxPlayers(),
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enrollmentEndsAtMs: decoded.enrollmentEndsAtMs(),
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createdAtMs: BigInt(Date.now()),
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updatedAtMs: BigInt(Date.now()),
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};
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mocks.createGameCalls.push(created);
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mocks.state.myGames = [...mocks.state.myGames, created];
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payload = buildGameCreateResponsePayload(created);
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break;
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}
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case "lobby.application.submit": {
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const builder = req.payloadBytes;
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const submitReq = await import("../../src/proto/galaxy/fbs/lobby");
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const decoded = submitReq.ApplicationSubmitRequest.getRootAsApplicationSubmitRequest(
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new ByteBuffer(builder),
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);
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const application: ApplicationFixture = {
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applicationId: `app-${mocks.applicationSubmitCalls.length + 1}`,
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gameId: decoded.gameId() ?? "",
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applicantUserId: "user-1",
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raceName: decoded.raceName() ?? "",
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status: "pending",
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createdAtMs: BigInt(Date.now()),
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};
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mocks.applicationSubmitCalls.push({
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gameId: application.gameId,
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raceName: application.raceName,
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});
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mocks.state.applications = [application, ...mocks.state.applications];
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payload = buildApplicationSubmitResponsePayload(application);
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break;
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}
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case "lobby.invite.redeem": {
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const redeemMod = await import("../../src/proto/galaxy/fbs/lobby");
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const decoded = redeemMod.InviteRedeemRequest.getRootAsInviteRedeemRequest(
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new ByteBuffer(req.payloadBytes),
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);
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const gameId = decoded.gameId() ?? "";
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const inviteId = decoded.inviteId() ?? "";
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mocks.inviteRedeemCalls.push({ gameId, inviteId });
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const original = mocks.state.invitations.find((i) => i.inviteId === inviteId);
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const invite: InviteFixture = {
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...(original ?? {
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inviteId,
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gameId,
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inviterUserId: "user-host",
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invitedUserId: "user-1",
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raceName: "",
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}),
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status: "accepted",
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decidedAtMs: BigInt(Date.now()),
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};
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mocks.state.invitations = mocks.state.invitations.filter(
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(i) => i.inviteId !== inviteId,
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);
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const newGame: GameFixture = {
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gameId,
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gameName: "Invited Game",
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gameType: "private",
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status: "enrollment_open",
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ownerUserId: "user-host",
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minPlayers: 2,
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maxPlayers: 8,
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enrollmentEndsAtMs: BigInt(Date.now() + 1_000_000),
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};
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mocks.state.myGames = [...mocks.state.myGames, newGame];
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payload = buildInviteRedeemResponsePayload(invite);
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break;
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}
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default:
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resultCode = "internal_error";
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payload = new Uint8Array();
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break;
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}
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const responseJson = await forgeExecuteCommandResponseJson({
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requestId: req.requestId,
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timestampMs: BigInt(Date.now()),
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resultCode,
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payloadBytes: payload,
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});
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await route.fulfill({
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status: 200,
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contentType: "application/json",
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body: responseJson,
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});
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});
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await page.route(
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"**/galaxy.gateway.v1.EdgeGateway/SubscribeEvents",
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async (route) => {
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const action = await new Promise<"endOfStream" | "abort">((resolve) => {
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mocks.pendingSubscribes.push(() => resolve("endOfStream"));
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});
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if (action === "abort") {
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await route.abort();
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return;
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}
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const body = new TextEncoder().encode("{}");
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const frame = new Uint8Array(5 + body.length);
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frame[0] = 0x02;
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new DataView(frame.buffer).setUint32(1, body.length, false);
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frame.set(body, 5);
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await route.fulfill({
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status: 200,
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contentType: "application/connect+json",
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body: Buffer.from(frame),
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});
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},
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);
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return mocks;
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}
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async function completeLogin(page: Page): Promise<void> {
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await page.goto("/");
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await expect(page).toHaveURL(/\/login$/);
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// The login page renders the inputs `readonly` as a Safari
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// autofill-suppression workaround; the readonly attribute is
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// dropped on first focus. Playwright's `fill()` checks editability
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// before its own focus call, so emulate the user gesture explicitly:
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// click the input (focus → readonly drops), then fill.
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await page.getByTestId("login-email-input").click();
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await page.getByTestId("login-email-input").fill("pilot@example.com");
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await page.getByTestId("login-email-submit").click();
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await expect(page.getByTestId("login-code-input")).toBeVisible();
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await page.getByTestId("login-code-input").click();
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await page.getByTestId("login-code-input").fill("123456");
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await page.getByTestId("login-code-submit").click();
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await expect(page).toHaveURL(/\/lobby$/);
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}
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test.describe("Phase 8 — lobby flow", () => {
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test("create-game flow lands the new game in My Games", async ({ page }) => {
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const mocks = await mockGateway(page);
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await completeLogin(page);
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await expect(page.getByTestId("lobby-my-games-empty")).toBeVisible();
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await expect(page.getByTestId("lobby-public-games-empty")).toBeVisible();
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await page.getByTestId("lobby-create-button").click();
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await expect(page).toHaveURL(/\/lobby\/create$/);
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await page.getByTestId("lobby-create-game-name").click();
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await page.getByTestId("lobby-create-game-name").fill("First Contact");
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await page.getByTestId("lobby-create-turn-schedule").click();
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await page.getByTestId("lobby-create-turn-schedule").fill("0 0 * * *");
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await page
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.getByTestId("lobby-create-enrollment-ends-at")
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.fill("2026-06-01T12:00");
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await page.getByTestId("lobby-create-submit").click();
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await expect(page).toHaveURL(/\/lobby$/);
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await expect(page.getByTestId("lobby-my-game-card")).toContainText("First Contact");
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expect(mocks.createGameCalls.length).toBe(1);
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expect(mocks.createGameCalls[0]!.gameName).toBe("First Contact");
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mocks.pendingSubscribes.forEach((resolve) => resolve());
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});
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test("submitting an application produces a pending applications card", async ({
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page,
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}) => {
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const mocks = await mockGateway(page, {
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publicGames: [
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{
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gameId: "public-1",
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gameName: "Open Lobby",
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gameType: "public",
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status: "enrollment_open",
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},
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],
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});
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await completeLogin(page);
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await expect(page.getByTestId("lobby-public-game-apply")).toBeVisible();
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await page.getByTestId("lobby-public-game-apply").click();
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await page
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.getByTestId("lobby-application-race-name")
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.fill("Vegan Federation");
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await page.getByTestId("lobby-application-submit").click();
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await expect(page.getByTestId("lobby-application-card")).toBeVisible();
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expect(mocks.applicationSubmitCalls).toEqual([
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{ gameId: "public-1", raceName: "Vegan Federation" },
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]);
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mocks.pendingSubscribes.forEach((resolve) => resolve());
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});
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test("accepting an invitation removes it and adds the game to My Games", async ({
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page,
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}) => {
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const mocks = await mockGateway(page, {
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invitations: [
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{
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inviteId: "invite-1",
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gameId: "private-1",
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inviterUserId: "user-host",
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invitedUserId: "user-1",
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raceName: "Vegan Federation",
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status: "pending",
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},
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],
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});
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await completeLogin(page);
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await expect(page.getByTestId("lobby-invite-accept")).toBeVisible();
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await page.getByTestId("lobby-invite-accept").click();
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await expect(page.getByTestId("lobby-invite-accept")).toBeHidden();
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await expect(page.getByTestId("lobby-my-game-card")).toContainText("Invited Game");
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expect(mocks.inviteRedeemCalls).toEqual([
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{ gameId: "private-1", inviteId: "invite-1" },
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]);
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mocks.pendingSubscribes.forEach((resolve) => resolve());
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});
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});
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Reference in New Issue
Block a user